Commit Graph

62 Commits

Author SHA1 Message Date
Jean-Luc Peurière
77c4eef90b after much suffering, got GE build and work almost cleanly on Os X
(with make, need to confirm with scons)

after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.

Game engine coders, there is also quite a number of warnings that
need to be fixed.

current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
2006-01-16 22:27:30 +00:00
Erwin Coumans
6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00
Erwin Coumans
fbc977e48c attempt to avoid nameclashes (although it is already in a namespace) -> extension names renamed from glXXX to blXXX. 2006-01-11 13:31:45 +00:00
Erwin Coumans
b7be6620d6 applied patch from snailrose, related to multi-platform OpenGL extensions. 2006-01-10 06:34:42 +00:00
Erwin Coumans
88a8508b34 Got the armatures, GLSL shaders and other snailrose changes to work for Linux.
now attempting to get this in cvs :)
2006-01-08 09:11:17 +00:00
Erwin Coumans
9f429be173 removed testing code 2006-01-07 02:00:44 +00:00
Erwin Coumans
bed24bc299 more work to get armatures/blender materials to work under non-windows platforms 2006-01-07 00:14:37 +00:00
Erwin Coumans
f3a76a1851 removed extra characters 2006-01-06 09:40:00 +00:00
Erwin Coumans
0002cd63a5 disable game engine and gameplayer for all platforms except windows.
Then after cvs is unfrozen, development can continue.
2006-01-06 09:02:53 +00:00
Kent Mein
51368852ee Headerfile had wrong Capatalization.
Kent
2006-01-06 04:13:20 +00:00
Erwin Coumans
2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00
Erwin Coumans
65a52fc419 - prepared for automatic game physics -> animation (ipo) conversion (this allows to use bullet for animation)
- default the m_edgecode to 65535, the wireframe was invisible. when is the edgecode available again ?
- added an extra condition, nearsensor is not yet working for bullet, but it crashed.
2005-08-22 15:47:56 +00:00
Erwin Coumans
210ab537ce improved deactivation, exposed more tweakable parameters to python,
fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
2005-08-04 19:07:39 +00:00
Erwin Coumans
411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00
Ton Roosendaal
205b6501a0 (Accidentally sent previous commit without message... is same stuff)
gcc4 error fixes for compiling in OSX Tiger

Also; make using python framework default in makefiles
2005-06-08 18:55:49 +00:00
Kester Maddock
32daf2cdc4 Fix lighting in game engine 2005-04-23 11:54:21 +00:00
Jean-Luc Peurière
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
Kent Mein
427ff274a2 Joseph Gilbert's fixes for the linux2 build target.
Kent
2005-02-15 13:06:08 +00:00
Kester Maddock
3b91ea4309 Unified KX_BlenderPolyMaterial & GPC_PolygonMaterial into KX_PolygonMaterial.
Make game engine materials use Zoffs in Materials.
Added Python material hooks.
2005-01-16 06:02:06 +00:00
Kent Mein
48bc598658 More warning cleanups...
added a casts to:
   blender/blenlib/intern/BLI_memarena.c
   gameengine/Rasterizer/RAS_TexVert.cpp

Removed unused vars from:
   blender/python/api2_2x/vector.c
   gameengine/Ketsji/KX_PyMath.cpp gameengine/Ketsji/KX_Scene.cpp
   gameengine/Physics/Sumo/Fuzzics/src/SM_Object.cpp
   gameengine/Rasterizer/RAS_FramingManager.cpp
   gameengine/Rasterizer/RAS_Polygon.cpp
   gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_VAOpenGLRasterizer.cpp

Kent
2005-01-03 18:05:24 +00:00
Kester Maddock
1092b98337 Fix for bug 1600: alpha sort doesn't work on linked (alt-d) objects 2004-11-22 11:49:35 +00:00
Kester Maddock
46fbe6b01e Fix for bugs: 1788 (forces) and 1799 (python delattr on game objects)
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
2004-11-22 10:19:19 +00:00
Kester Maddock
e4d22a8021 Tweek the stereo settings: allow negative eye separation. 2004-10-24 23:50:44 +00:00
Kester Maddock
657eff7ed7 Port stereo stuff from tuhopuu2: anaglyph, vinterlace 2004-10-24 11:03:18 +00:00
Kester Maddock
7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00
Kester Maddock
47c5b8ff26 Fix blenderplayer command line option parsing.
Fix stereo rendering in vertex array mode.  Added sidebyside & anaglyph stereo modes.
2004-08-10 11:34:12 +00:00
Kester Maddock
90fb631526 Port a few rasterizer changes from tuhopuu2:
Up the max batch size.
Clean up some of the code - move code in headers to source files etc.
2004-07-17 05:23:17 +00:00
Chris Want
e926d392a8 OK, the game engine has been un-buildable on irix for long enough
-- I'm committing this change I had discussed on the mailing list
about a month ago.
2004-07-16 01:31:25 +00:00
Kester Maddock
c9b4585618 Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
2004-06-30 13:41:19 +00:00
Kester Maddock
4c53f38756 Minor Fixes:
Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-26 09:15:41 +00:00
Kester Maddock
38de9559bc Fix for reflection mapping unlit faces: normals were not being sent, hence reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
2004-06-23 01:12:11 +00:00
Kester Maddock
942a68da07 Add the separate spec colour definitions! 2004-06-07 11:57:10 +00:00
Kester Maddock
b468bf726c Lighting updates:
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
2004-06-07 11:01:31 +00:00
Kester Maddock
44f45894c2 Miscellaneous Fixes:
Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand
2004-06-04 03:00:13 +00:00
Kester Maddock
d38329b5aa Added Python module for Lights.
Added attributes to the vertex class.
2004-05-30 11:09:46 +00:00
Kester Maddock
e5cc9abceb Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled.
Depth sorting for Transparent polygons.  Use ZTransp in Material buttons to enable.
This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.)
2004-05-26 12:01:08 +00:00
Kester Maddock
e78ef29a59 Depth sorting for alpha mesh objects.
- Mesh Objects are sorted by depth (based on object centre.)  Using object centre means the user has control over the sort.
- Polygons are not sorted.
- Polygons are not split.
- O(nlog(n))
2004-05-21 08:55:12 +00:00
Kester Maddock
bab6e5ce36 Cleanup unused/commented out code, compiler warnings, coding standards etc. 2004-05-16 13:10:10 +00:00
Kester Maddock
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
Kester Maddock
9827bf0cd7 Up the maximum triangles in a bucket.
GPUs can do more now.
2004-05-16 12:56:36 +00:00
Kester Maddock
52a835a179 Inline accessor methods used by armature deformation. 2004-05-16 12:55:37 +00:00
Kester Maddock
512c269a16 Use const for SetProjectionMatrix
Remove warning printf.
2004-05-16 12:55:21 +00:00
Kester Maddock
2144f20b04 Use bitset instead of mucking around with <<, | and & 2004-05-16 12:55:05 +00:00
Kester Maddock
648c21947c Use a better compare function for RAS_IPolygonMaterial
Fix sharing verticies - must test pos, normal, uv & colour before sharing (not just index)
2004-05-04 13:17:46 +00:00
Kester Maddock
f03fa79d28 Fix for bug #945 getVertexArrayLength(x) returns different values on different runs of the game engine.
http://projects.blender.org/tracker/index.php?func=detail&aid=945&group_id=9&atid=125

The material buckets were being sorted by pointer (ie their location in memory.)

Also fixed find shared verticies.
2004-05-04 09:34:02 +00:00
Kester Maddock
63048b6cf4 Synchronise game engine with Tuhopuu2 tree. 2004-04-24 06:40:15 +00:00
Nathan Letwory
892720ffad [SCONS] Optimisation flags for msvc 2004-04-22 04:50:41 +00:00
Kester Maddock
ae9233a5b0 1. Check material names passed to the physics engine (for collision sensors.)
Consider:
gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL);
It works if matname is "MAblah", but not if matname is "".

2. Added constructor for struct RAS_CameraData.
3. Added initializers to the struct KX_ClientObjectInfo constructor
4. Collision sensors won't detect near sensors.
5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
2004-04-11 02:50:02 +00:00
Kester Maddock
fd470d9623 * Only load needed extensions (ie none.)
* Fix bug in version query.
* First commit!
2004-03-31 12:20:02 +00:00
Nathan Letwory
00291b5cf4 [GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them

That was about it.

There are a few things that needs double checking:

* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2004-03-22 22:02:18 +00:00